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- add support for a Settings Preset, as an explicit Asset type. UStaticMeshLODGenerationSettings contains a copy of the GenerateProcess Settings, UStaticMeshLODGenerationSettingsFactory allows this UObject to be used as an Asset in the Editor. UGenerateStaticMeshLODAssetTool now has a Preset slot, and action buttons to Read/Write to the currently-selected Settings Asset. New Settings Asset can be created via the Asset Picker popup in the Tool, currently creating via the New Asset menu is disabled via UStaticMeshLODGenerationSettingsFactory::GetMenuCategories() - UGenerateStaticMeshLODProcess now automatically ignores input textures that have a constant value - UGenerateStaticMeshLODProcess now skips writing output NormalMap and MultiTexture if they are not referenced by any output Materials - UGenerateStaticMeshLODProcess now supports configuring whether a Texture or Material will be considered for Baking. If disabled, then the source Texture/Material is used (currently the Textures are still baked, they are just ignored while configuring/writing the outputs). - UGenerateStaticMeshLODAssetTool now exposes lists of source Texture and Materials with option to skip baking (used to configure the above options) - wrote header comments for UGenerateStaticMeshLODProcess - overall cleanup in UGenerateStaticMeshLODAssetTool, ie category names, organization, etc - add TImageBuilder::IsConstantValue(), checks if all pixels of image are the same value #rb tyson.brochu #rnx #jira none #preflight 6137ae4fd9c85a00013838c1 [CL 17449788 by Ryan Schmidt in ue5-main branch]